mutter/cogl/cogl-pipeline-fragend-arbfp.c

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-debug.h"
#include "cogl-context-private.h"
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
#include "cogl-pipeline-private.h"
cogl-pipeline: Add two hook points for adding shader snippets This adds two new public experimental functions for attaching CoglSnippets to two hook points on a CoglPipeline: void cogl_pipeline_add_vertex_hook (CoglPipeline *, CoglSnippet *) void cogl_pipeline_add_fragment_hook (CoglPipeline *, CoglSnippet *) The hooks are intended to be around the entire vertex or fragment processing. That means the pre string in the snippet will be inserted at the very top of the main function and the post function will be inserted at the very end. The declarations get inserted in the global scope. The snippets are stored in two separate linked lists with a structure containing an enum representing the hook point and a pointer to the snippet. The lists are meant to be for hooks that affect the vertex shader and fragment shader respectively. Although there are currently only two hooks and the names match these two lists, the intention is *not* that each new hook will be in a separate list. The separation of the lists is just to make it easier to determine which shader needs to be regenerated when a new snippet is added. When a pipeline becomes the authority for either the vertex or fragment snipper state, it simply copies the entire list from the previous authority (although of course the shader snippet objects are referenced instead of copied so it doesn't duplicate the source strings). Each string is inserted into its own block in the shader. This means that each string has its own scope so it doesn't need to worry about name collisions with variables in other snippets. However it does mean that the pre and post strings can't share variables. It could be possible to wrap both parts in one block and then wrap the actual inner hook code in another block, however this would mean that any further snippets within the outer snippet would be able to see those variables. Perhaps something to consider would be to put each snippet into its own function which calls another function between the pre and post strings to do further processing. The pipeline cache for generated programs was previously shared with the fragment shader cache because the state that affects vertex shaders was a subset of the state that affects fragment shaders. This is no longer the case because there is a separate state mask for vertex snippets so the program cache now has its own hash table. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-17 16:52:21 +00:00
#include "cogl-pipeline-state-private.h"
#include "cogl-pipeline-layer-private.h"
#ifdef COGL_PIPELINE_FRAGEND_ARBFP
#include "cogl.h"
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include "cogl-texture-private.h"
#include "cogl-blend-string.h"
#include "cogl-journal-private.h"
#include "cogl-color-private.h"
#include "cogl-profile.h"
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
#include "cogl-program-private.h"
#include <glib.h>
#include <glib/gprintf.h>
#include <string.h>
Add a Cogl texture 3D backend This adds a publicly exposed experimental API for a 3D texture backend. There is a feature flag which can be checked for whether 3D textures are supported. Although we require OpenGL 1.2 which has 3D textures in core, GLES only provides them through an extension so the feature can be used to detect that. The textures can be created with one of two new API functions :- cogl_texture_3d_new_with_size and cogl_texture_3d_new_from_data There is also internally a new_from_bitmap function. new_from_data is implemented in terms of this function. The two constructors are effectively the only way to upload data to a 3D texture. It does not work to call glTexImage2D with the GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does nothing. It would be possible to make cogl_texture_get_data do something sensible like returning all of the images as a single long image but this is not currently implemented and instead the virtual just always fails. We may want to add API specific to the 3D texture backend to get and set a sub region of the texture. All of those three functions can throw a GError. This will happen if the GPU does not support 3D textures or it does not support NPOTs and an NPOT size is requested. It will also fail if the FBO extension is not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not given. This could be avoided by copying the code for the GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of keeping the code simple this is not yet done. This adds a couple of functions to cogl-texture-driver for uploading 3D data and querying the 3D proxy texture. prep_gl_for_pixels_upload_full now also takes sets the GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding between the images. Whenever 3D texture is uploading, both the height of the images and the height of all of the data is specified (either explicitly or implicilty from the CoglBitmap) so that the image height can be deduced by dividing by the depth.
2010-07-01 21:04:59 +00:00
/* This might not be defined on GLES */
#ifndef GL_TEXTURE_3D
#define GL_TEXTURE_3D 0x806F
#endif
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend;
typedef struct _UnitState
{
int constant_id; /* The program.local[] index */
unsigned int dirty_combine_constant:1;
unsigned int has_combine_constant:1;
unsigned int sampled:1;
} UnitState;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
typedef struct
{
int ref_count;
CoglHandle user_program;
/* XXX: only valid during codegen */
GString *source;
GLuint gl_program;
UnitState *unit_state;
int next_constant_id;
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
/* Age of the program the last time the uniforms were flushed. This
is used to detect when we need to flush all of the uniforms */
unsigned int user_program_age;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
/* We need to track the last pipeline that an ARBfp program was used
* with so know if we need to update any program.local parameters. */
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipeline *last_used_for_pipeline;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
} CoglPipelineShaderState;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
static CoglUserDataKey shader_state_key;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
static CoglPipelineShaderState *
shader_state_new (int n_layers)
{
CoglPipelineShaderState *shader_state;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state = g_slice_new0 (CoglPipelineShaderState);
shader_state->ref_count = 1;
shader_state->unit_state = g_new0 (UnitState, n_layers);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
return shader_state;
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
static CoglPipelineShaderState *
get_shader_state (CoglPipeline *pipeline)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
return cogl_object_get_user_data (COGL_OBJECT (pipeline), &shader_state_key);
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
static void
destroy_shader_state (void *user_data,
void *instance)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = user_data;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
/* If the shader state was last used for this pipeline then clear it
so that if same address gets used again for a new pipeline then
we won't think it's the same pipeline and avoid updating the
constants */
if (shader_state->last_used_for_pipeline == instance)
shader_state->last_used_for_pipeline = NULL;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (--shader_state->ref_count == 0)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (shader_state->gl_program)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
GE (ctx, glDeletePrograms (1, &shader_state->gl_program));
shader_state->gl_program = 0;
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_free (shader_state->unit_state);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_slice_free (CoglPipelineShaderState, shader_state);
}
}
static void
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
set_shader_state (CoglPipeline *pipeline, CoglPipelineShaderState *shader_state)
{
_cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
shader_state,
destroy_shader_state);
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
static void
dirty_shader_state (CoglPipeline *pipeline)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
cogl_object_set_user_data (COGL_OBJECT (pipeline),
&shader_state_key,
NULL,
NULL);
}
static gboolean
_cogl_pipeline_fragend_arbfp_start (CoglPipeline *pipeline,
int n_layers,
unsigned long pipelines_difference,
int n_tex_coord_attribs)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipeline *authority;
CoglPipeline *template_pipeline = NULL;
CoglHandle user_program;
_COGL_GET_CONTEXT (ctx, FALSE);
/* First validate that we can handle the current state using ARBfp
*/
if (!cogl_has_feature (ctx, COGL_FEATURE_ID_ARBFP))
return FALSE;
/* TODO: support fog */
if (_cogl_pipeline_get_fog_enabled (pipeline))
return FALSE;
cogl-pipeline: Add two hook points for adding shader snippets This adds two new public experimental functions for attaching CoglSnippets to two hook points on a CoglPipeline: void cogl_pipeline_add_vertex_hook (CoglPipeline *, CoglSnippet *) void cogl_pipeline_add_fragment_hook (CoglPipeline *, CoglSnippet *) The hooks are intended to be around the entire vertex or fragment processing. That means the pre string in the snippet will be inserted at the very top of the main function and the post function will be inserted at the very end. The declarations get inserted in the global scope. The snippets are stored in two separate linked lists with a structure containing an enum representing the hook point and a pointer to the snippet. The lists are meant to be for hooks that affect the vertex shader and fragment shader respectively. Although there are currently only two hooks and the names match these two lists, the intention is *not* that each new hook will be in a separate list. The separation of the lists is just to make it easier to determine which shader needs to be regenerated when a new snippet is added. When a pipeline becomes the authority for either the vertex or fragment snipper state, it simply copies the entire list from the previous authority (although of course the shader snippet objects are referenced instead of copied so it doesn't duplicate the source strings). Each string is inserted into its own block in the shader. This means that each string has its own scope so it doesn't need to worry about name collisions with variables in other snippets. However it does mean that the pre and post strings can't share variables. It could be possible to wrap both parts in one block and then wrap the actual inner hook code in another block, however this would mean that any further snippets within the outer snippet would be able to see those variables. Perhaps something to consider would be to put each snippet into its own function which calls another function between the pre and post strings to do further processing. The pipeline cache for generated programs was previously shared with the fragment shader cache because the state that affects vertex shaders was a subset of the state that affects fragment shaders. This is no longer the case because there is a separate state mask for vertex snippets so the program cache now has its own hash table. Reviewed-by: Robert Bragg <robert@linux.intel.com>
2011-11-17 16:52:21 +00:00
/* Fragment snippets are only supported in the GLSL fragend */
if (_cogl_pipeline_has_fragment_snippets (pipeline))
return FALSE;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
user_program = cogl_pipeline_get_user_program (pipeline);
if (user_program != COGL_INVALID_HANDLE)
{
/* If the program doesn't have a fragment shader then some other
vertend will handle the vertex shader state and we still need
to generate a fragment program */
if (!_cogl_program_has_fragment_shader (user_program))
user_program = COGL_INVALID_HANDLE;
/* If the user program does have a fragment shader then we can
only handle it if it's in ARBfp */
else if (_cogl_program_get_language (user_program) !=
COGL_SHADER_LANGUAGE_ARBFP)
return FALSE;
}
/* Now lookup our ARBfp backend private state */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state = get_shader_state (pipeline);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
/* If we have a valid shader_state then we are all set and don't
* need to generate a new program. */
if (shader_state)
return TRUE;
/* If we don't have an associated arbfp program yet then find the
* arbfp-authority (the oldest ancestor whose state will result in
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
* the same program being generated as for this pipeline).
*
* We always make sure to associate new programs with the
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
* arbfp-authority to maximize the chance that other pipelines can
* share it.
*/
authority = _cogl_pipeline_find_equivalent_parent
(pipeline,
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
_cogl_pipeline_get_state_for_fragment_codegen (ctx) &
~COGL_PIPELINE_STATE_LAYERS,
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx));
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state = get_shader_state (authority);
if (shader_state)
{
/* If we are going to share our program state with an arbfp-authority
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
* then add a reference to the program state associated with that
* arbfp-authority... */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->ref_count++;
set_shader_state (pipeline, shader_state);
return TRUE;
}
/* If we haven't yet found an existing program then before we resort to
* generating a new arbfp program we see if we can find a suitable
* program in the pipeline_cache. */
if (G_LIKELY (!(COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_PROGRAM_CACHES))))
{
template_pipeline =
_cogl_pipeline_cache_get_fragment_template (ctx->pipeline_cache,
authority);
shader_state = get_shader_state (template_pipeline);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (shader_state)
shader_state->ref_count++;
}
/* If we still haven't got a shader state then we'll have to create
a new one */
if (shader_state == NULL)
{
shader_state = shader_state_new (n_layers);
shader_state->user_program = user_program;
if (user_program == COGL_INVALID_HANDLE)
{
/* We reuse a single grow-only GString for code-gen */
g_string_set_size (ctx->codegen_source_buffer, 0);
shader_state->source = ctx->codegen_source_buffer;
g_string_append (shader_state->source,
"!!ARBfp1.0\n"
"TEMP output;\n"
"TEMP tmp0, tmp1, tmp2, tmp3, tmp4;\n"
"PARAM half = {.5, .5, .5, .5};\n"
"PARAM one = {1, 1, 1, 1};\n"
"PARAM two = {2, 2, 2, 2};\n"
"PARAM minus_one = {-1, -1, -1, -1};\n");
}
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
set_shader_state (pipeline, shader_state);
/* Since we have already resolved the arbfp-authority at this point
* we might as well also associate any program we find from the cache
* with the authority too... */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (authority != pipeline)
{
shader_state->ref_count++;
set_shader_state (authority, shader_state);
}
/* If we found a template then we'll attach it to that too so that
next time a similar pipeline is used it can use the same state */
if (template_pipeline)
{
shader_state->ref_count++;
set_shader_state (template_pipeline, shader_state);
}
return TRUE;
}
static const char *
texture_type_to_arbfp_string (CoglTextureType texture_type)
{
switch (texture_type)
{
#if 0 /* TODO */
case COGL_TEXTURE_TYPE_1D:
return "1D";
#endif
case COGL_TEXTURE_TYPE_2D:
return "2D";
case COGL_TEXTURE_TYPE_3D:
return "3D";
case COGL_TEXTURE_TYPE_RECTANGLE:
return "RECT";
}
g_warn_if_reached ();
return "2D";
}
static void
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
setup_texture_source (CoglPipelineShaderState *shader_state,
int unit_index,
CoglTextureType texture_type)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (!shader_state->unit_state[unit_index].sampled)
{
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_DISABLE_TEXTURING)))
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"MOV texel%d, one;\n",
unit_index,
unit_index);
else
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"TEMP texel%d;\n"
"TEX texel%d,fragment.texcoord[%d],"
"texture[%d],%s;\n",
unit_index,
unit_index,
unit_index,
unit_index,
texture_type_to_arbfp_string (texture_type));
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->unit_state[unit_index].sampled = TRUE;
}
}
typedef enum _CoglPipelineFragendARBfpArgType
{
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT,
COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE
} CoglPipelineFragendARBfpArgType;
typedef struct _CoglPipelineFragendARBfpArg
{
const char *name;
CoglPipelineFragendARBfpArgType type;
/* for type = TEXTURE */
int texture_unit;
CoglTextureType texture_type;
/* for type = CONSTANT */
int constant_id;
const char *swizzle;
} CoglPipelineFragendARBfpArg;
static void
append_arg (GString *source, const CoglPipelineFragendARBfpArg *arg)
{
switch (arg->type)
{
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE:
g_string_append_printf (source, "texel%d%s",
arg->texture_unit, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT:
g_string_append_printf (source, "program.local[%d]%s",
arg->constant_id, arg->swizzle);
break;
case COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE:
g_string_append_printf (source, "%s%s",
arg->name, arg->swizzle);
break;
}
}
/* Note: we are trying to avoid duplicating strings during codegen
* which is why we have the slightly awkward
* CoglPipelineFragendARBfpArg mechanism. */
static void
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
setup_arg (CoglPipeline *pipeline,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
int arg_index,
CoglPipelineCombineSource src,
GLint op,
CoglPipelineFragendARBfpArg *arg)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
static const char *tmp_name[3] = { "tmp0", "tmp1", "tmp2" };
switch (src)
{
case COGL_PIPELINE_COMBINE_SOURCE_TEXTURE:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texel%d";
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
arg->texture_unit = _cogl_pipeline_layer_get_unit_index (layer);
setup_texture_source (shader_state,
arg->texture_unit,
_cogl_pipeline_layer_get_texture_type (layer));
break;
case COGL_PIPELINE_COMBINE_SOURCE_CONSTANT:
{
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
UnitState *unit_state = &shader_state->unit_state[unit_index];
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
unit_state->constant_id = shader_state->next_constant_id++;
unit_state->has_combine_constant = TRUE;
unit_state->dirty_combine_constant = TRUE;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT;
arg->name = "program.local[%d]";
arg->constant_id = unit_state->constant_id;
break;
}
case COGL_PIPELINE_COMBINE_SOURCE_PRIMARY_COLOR:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "fragment.color.primary";
break;
case COGL_PIPELINE_COMBINE_SOURCE_PREVIOUS:
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
if (_cogl_pipeline_layer_get_unit_index (layer) == 0)
arg->name = "fragment.color.primary";
else
arg->name = "output";
break;
default: /* Sample the texture attached to a specific layer */
{
int layer_num = src - COGL_PIPELINE_COMBINE_SOURCE_TEXTURE0;
CoglPipelineGetLayerFlags flags = COGL_PIPELINE_GET_LAYER_NO_CREATE;
CoglPipelineLayer *other_layer =
_cogl_pipeline_get_layer_with_flags (pipeline, layer_num, flags);
if (other_layer == NULL)
{
static gboolean warning_seen = FALSE;
if (!warning_seen)
{
g_warning ("The application is trying to use a texture "
"combine with a layer number that does not exist");
warning_seen = TRUE;
}
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = "output";
}
else
{
CoglTextureType texture_type;
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE;
arg->name = "texture[%d]";
arg->texture_unit =
_cogl_pipeline_layer_get_unit_index (other_layer);
texture_type = _cogl_pipeline_layer_get_texture_type (other_layer);
setup_texture_source (shader_state,
arg->texture_unit,
texture_type);
}
}
break;
}
arg->swizzle = "";
switch (op)
{
case COGL_PIPELINE_COMBINE_OP_SRC_COLOR:
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_COLOR:
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
append_arg (shader_state->source, arg);
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
arg->swizzle = "";
break;
case COGL_PIPELINE_COMBINE_OP_SRC_ALPHA:
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
arg->swizzle = ".a";
break;
case COGL_PIPELINE_COMBINE_OP_ONE_MINUS_SRC_ALPHA:
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"SUB tmp%d, one, ",
arg_index);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
append_arg (shader_state->source, arg);
/* avoid a swizzle if we know RGB are going to be masked
* in the end anyway */
if (mask != COGL_BLEND_STRING_CHANNEL_MASK_ALPHA)
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, ".a;\n");
else
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, ";\n");
arg->type = COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_SIMPLE;
arg->name = tmp_name[arg_index];
break;
default:
g_error ("Unknown texture combine operator %d", op);
break;
}
}
static gboolean
fragend_arbfp_args_equal (CoglPipelineFragendARBfpArg *arg0,
CoglPipelineFragendARBfpArg *arg1)
{
if (arg0->type != arg1->type)
return FALSE;
if (arg0->name != arg1->name &&
strcmp (arg0->name, arg1->name) != 0)
return FALSE;
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_TEXTURE &&
arg0->texture_unit != arg1->texture_unit)
return FALSE;
/* Note we don't have to check the target; a texture unit can only
* have one target enabled at a time. */
if (arg0->type == COGL_PIPELINE_FRAGEND_ARBFP_ARG_TYPE_CONSTANT &&
arg0->constant_id != arg1->constant_id)
return FALSE;
if (arg0->swizzle != arg1->swizzle &&
strcmp (arg0->swizzle, arg1->swizzle) != 0)
return FALSE;
return TRUE;
}
static void
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
append_function (CoglPipeline *pipeline,
CoglBlendStringChannelMask mask,
GLint function,
CoglPipelineFragendARBfpArg *args,
int n_args)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
const char *mask_name;
switch (mask)
{
case COGL_BLEND_STRING_CHANNEL_MASK_RGB:
mask_name = ".rgb";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_ALPHA:
mask_name = ".a";
break;
case COGL_BLEND_STRING_CHANNEL_MASK_RGBA:
mask_name = "";
break;
default:
g_error ("Unknown channel mask %d", mask);
mask_name = "";
}
switch (function)
{
case COGL_PIPELINE_COMBINE_FUNC_ADD:
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"ADD_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_MODULATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, "MUL output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_REPLACE:
/* Note: no need to saturate since we can assume operand
* has a value in the range [0,1] */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, "MOV output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_SUBTRACT:
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, ",
mask_name);
break;
case COGL_PIPELINE_COMBINE_FUNC_ADD_SIGNED:
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, "ADD tmp3%s, ",
mask_name);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ";\n");
g_string_append_printf (shader_state->source,
"SUB_SAT output%s, tmp3, half",
mask_name);
n_args = 0;
break;
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGB:
/* These functions are the same except that GL_DOT3_RGB never
* updates the alpha channel.
*
* NB: GL_DOT3_RGBA is a bit special because it effectively forces
* an RGBA mask and we end up ignoring any separate alpha channel
* function.
*/
case COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA:
{
const char *tmp4 = "tmp4";
/* The maths for this was taken from Mesa;
* apparently:
*
* tmp3 = 2*src0 - 1
* tmp4 = 2*src1 - 1
* output = DP3 (tmp3, tmp4)
*
* is the same as:
*
* output = 4 * DP3 (src0 - 0.5, src1 - 0.5)
*/
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source, "MAD tmp3, two, ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", minus_one;\n");
if (!fragend_arbfp_args_equal (&args[0], &args[1]))
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source, "MAD tmp4, two, ");
append_arg (shader_state->source, &args[1]);
g_string_append (shader_state->source, ", minus_one;\n");
}
else
tmp4 = "tmp3";
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source,
"DP3_SAT output%s, tmp3, %s",
mask_name, tmp4);
n_args = 0;
}
break;
case COGL_PIPELINE_COMBINE_FUNC_INTERPOLATE:
/* Note: no need to saturate since we can assume operands
* have values in the range [0,1] */
/* NB: GL_INTERPOLATE = arg0*arg2 + arg1*(1-arg2)
* but LRP dst, a, b, c = b*a + c*(1-a) */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, "LRP output%s, ",
mask_name);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
append_arg (shader_state->source, &args[2]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[0]);
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
n_args = 0;
break;
default:
g_error ("Unknown texture combine function %d", function);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append_printf (shader_state->source, "MUL_SAT output%s, ",
mask_name);
n_args = 2;
break;
}
if (n_args > 0)
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
append_arg (shader_state->source, &args[0]);
if (n_args > 1)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source, ", ");
append_arg (shader_state->source, &args[1]);
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source, ";\n");
}
static void
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
append_masked_combine (CoglPipeline *arbfp_authority,
CoglPipelineLayer *layer,
CoglBlendStringChannelMask mask,
CoglPipelineCombineFunc function,
CoglPipelineCombineSource *src,
CoglPipelineCombineOp *op)
{
int i;
int n_args;
CoglPipelineFragendARBfpArg args[3];
n_args = _cogl_get_n_args_for_combine_func (function);
for (i = 0; i < n_args; i++)
{
setup_arg (arbfp_authority,
layer,
mask,
i,
src[i],
op[i],
&args[i]);
}
append_function (arbfp_authority,
mask,
function,
args,
n_args);
}
static gboolean
_cogl_pipeline_fragend_arbfp_add_layer (CoglPipeline *pipeline,
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipelineLayer *layer,
unsigned long layers_difference)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipelineLayer *combine_authority =
_cogl_pipeline_layer_get_authority (layer,
COGL_PIPELINE_LAYER_STATE_COMBINE);
CoglPipelineLayerBigState *big_state = combine_authority->big_state;
/* Notes...
*
* We are ignoring the issue of texture indirection limits until
* someone complains (Ref Section 3.11.6 in the ARB_fragment_program
* spec)
*
* There always five TEMPs named tmp0, tmp1 and tmp2, tmp3 and tmp4
* available and these constants: 'one' = {1, 1, 1, 1}, 'half'
* {.5, .5, .5, .5}, 'two' = {2, 2, 2, 2}, 'minus_one' = {-1, -1,
* -1, -1}
*
* tmp0-2 are intended for dealing with some of the texture combine
* operands (e.g. GL_ONE_MINUS_SRC_COLOR) tmp3/4 are for dealing
* with the GL_ADD_SIGNED texture combine and the GL_DOT3_RGB[A]
* functions.
*
* Each layer outputs to the TEMP called "output", and reads from
* output if it needs to refer to GL_PREVIOUS. (we detect if we are
* layer0 so we will read fragment.color for GL_PREVIOUS in that
* case)
*
* We aim to do all the channels together if the same function is
* used for RGB as for A.
*
* We aim to avoid string duplication / allocations during codegen.
*
* We are careful to only saturate when writing to output.
*/
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (!shader_state->source)
return TRUE;
if (!_cogl_pipeline_layer_needs_combine_separate (combine_authority))
{
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else if (big_state->texture_combine_rgb_func ==
COGL_PIPELINE_COMBINE_FUNC_DOT3_RGBA)
{
/* GL_DOT3_RGBA Is a bit weird as a GL_COMBINE_RGB function
* since if you use it, it overrides your ALPHA function...
*/
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGBA,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
}
else
{
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_RGB,
big_state->texture_combine_rgb_func,
big_state->texture_combine_rgb_src,
big_state->texture_combine_rgb_op);
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
append_masked_combine (pipeline,
layer,
COGL_BLEND_STRING_CHANNEL_MASK_ALPHA,
big_state->texture_combine_alpha_func,
big_state->texture_combine_alpha_src,
big_state->texture_combine_alpha_op);
}
return TRUE;
}
gboolean
_cogl_pipeline_fragend_arbfp_passthrough (CoglPipeline *pipeline)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (!shader_state->source)
return TRUE;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source,
"MOV output, fragment.color.primary;\n");
return TRUE;
}
typedef struct _UpdateConstantsState
{
int unit;
gboolean update_all;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state;
} UpdateConstantsState;
static gboolean
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
update_constants_cb (CoglPipeline *pipeline,
int layer_index,
void *user_data)
{
UpdateConstantsState *state = user_data;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = state->shader_state;
UnitState *unit_state = &shader_state->unit_state[state->unit++];
_COGL_GET_CONTEXT (ctx, FALSE);
if (unit_state->has_combine_constant &&
(state->update_all || unit_state->dirty_combine_constant))
{
float constant[4];
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
_cogl_pipeline_get_layer_combine_constant (pipeline,
layer_index,
constant);
GE (ctx, glProgramLocalParameter4fv (GL_FRAGMENT_PROGRAM_ARB,
unit_state->constant_id,
constant));
unit_state->dirty_combine_constant = FALSE;
}
return TRUE;
}
static gboolean
_cogl_pipeline_fragend_arbfp_end (CoglPipeline *pipeline,
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
unsigned long pipelines_difference)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = get_shader_state (pipeline);
GLuint gl_program;
_COGL_GET_CONTEXT (ctx, FALSE);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (shader_state->source)
{
GLenum gl_error;
COGL_STATIC_COUNTER (fragend_arbfp_compile_counter,
"arbfp compile counter",
"Increments each time a new ARBfp "
"program is compiled",
0 /* no application private data */);
COGL_COUNTER_INC (_cogl_uprof_context, fragend_arbfp_compile_counter);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source,
"MOV result.color,output;\n");
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_string_append (shader_state->source, "END\n");
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
g_message ("pipeline program:\n%s", shader_state->source->str);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
GE (ctx, glGenPrograms (1, &shader_state->gl_program));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB,
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->gl_program));
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
;
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->source->len,
shader_state->source->str);
if (ctx->glGetError () != GL_NO_ERROR)
{
g_warning ("\n%s\n%s",
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->source->str,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->source = NULL;
}
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (shader_state->user_program != COGL_INVALID_HANDLE)
{
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
/* An arbfp program should contain exactly one shader which we
can use directly */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglProgram *program = shader_state->user_program;
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
CoglShader *shader = program->attached_shaders->data;
gl_program = shader->gl_handle;
}
else
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
gl_program = shader_state->gl_program;
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, gl_program));
_cogl_use_fragment_program (0, COGL_PIPELINE_PROGRAM_TYPE_ARBFP);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (shader_state->user_program == COGL_INVALID_HANDLE)
{
UpdateConstantsState state;
state.unit = 0;
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
state.shader_state = shader_state;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
/* If this arbfp program was last used with a different pipeline
* then we need to ensure we update all program.local params */
state.update_all =
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
pipeline != shader_state->last_used_for_pipeline;
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
cogl_pipeline_foreach_layer (pipeline,
update_constants_cb,
&state);
}
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
else
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglProgram *program = shader_state->user_program;
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
gboolean program_changed;
/* If the shader has changed since it was last flushed then we
need to update all uniforms */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
program_changed = program->age != shader_state->user_program_age;
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
_cogl_program_flush_uniforms (program, gl_program, program_changed);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->user_program_age = program->age;
Merge cogl-program-{gl,gles}.c into one cogl-program.c This merges the two implementations of CoglProgram for the GLES2 and GL backends into one. The implementation is more like the GLES2 version which would track the uniform values and delay sending them to GL. CoglProgram is now effectively just a GList of CoglShaders along with an array of stored uniform values. CoglProgram never actually creates a GL program, instead this is left up to the GLSL material backend. This is necessary on GLES2 where we may need to relink the user's program with different generated shaders depending on the other emulated fixed function state. It will also be necessary in the future GLSL backends for regular OpenGL. The GLSL and ARBfp material backends are now the ones that create and link the GL program from the list of shaders. The linked program is attached to the private material state so that it can be reused if the CoglProgram is used again with the same material. This does mean the program will get relinked if the shader is used with multiple materials. This will be particularly bad if the legacy cogl_program_use function is used because that effectively always makes one-shot materials. This problem will hopefully be alleviated if we make a hash table with a cache of generated programs. The cogl program would then need to become part of the hash lookup. Each CoglProgram now has an age counter which is incremented every time a shader is added. This is used by the material backends to detect when we need to create a new GL program for the user program. The internal _cogl_use_program function now takes a GL program handle rather than a CoglProgram. It no longer needs any special differences for GLES2. The GLES2 wrapper function now also uses this function to bind its generated shaders. The ARBfp shaders no longer store a copy of the program source but instead just directly create a program object when cogl_shader_source is called. This avoids having to reupload the source if the same shader is used in multiple materials. There are currently a few gross hacks to get the GLES2 backend to work with this. The problem is that the GLSL material backend is now generating a complete GL program but the GLES2 wrapper still needs to add its fixed function emulation shaders if the program doesn't provide either a vertex or fragment shader. There is a new function in the GLES2 wrapper called _cogl_gles2_use_program which replaces the previous cogl_program_use implementation. It extracts the GL shaders from the GL program object and creates a new GL program containing all of the shaders plus its fixed function emulation. This new program is returned to the GLSL material backend so that it can still flush the custom uniforms using it. The user_program is attached to the GLES2 settings struct as before but its stored using a GL program handle rather than a CoglProgram pointer. This hack will go away once the GLSL material backend replaces the GLES2 wrapper by generating the code itself. Under Mesa this currently generates some GL errors when glClear is called in test-cogl-shader-glsl. I think this is due to a bug in Mesa however. When the user program on the material is changed the GLSL backend gets notified and deletes the GL program that it linked from the user shaders. The program will still be bound in GL however. Leaving a deleted shader bound exposes a bug in Mesa's glClear implementation. More details are here: https://bugs.freedesktop.org/show_bug.cgi?id=31194
2010-10-15 17:00:29 +00:00
}
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
/* We need to track what pipeline used this arbfp program last since
* we will need to update program.local params when switching
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
* between different pipelines. */
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
shader_state->last_used_for_pipeline = pipeline;
return TRUE;
}
static void
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify (
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipeline *pipeline,
CoglPipelineState change,
const CoglColor *new_color)
{
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if ((change & _cogl_pipeline_get_state_for_fragment_codegen (ctx)))
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
dirty_shader_state (pipeline);
}
/* NB: layers are considered immutable once they have any dependants
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
* so although multiple pipelines can end up depending on a single
* static layer, we can guarantee that if a layer is being *changed*
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
* then it can only have one pipeline depending on it.
*
* XXX: Don't forget this is *pre* change, we can't read the new value
* yet!
*/
static void
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify (
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
CoglPipeline *owner,
CoglPipelineLayer *layer,
CoglPipelineLayerState change)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
CoglPipelineShaderState *shader_state = get_shader_state (owner);
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
if (!shader_state)
return;
Dynamically load the GL or GLES library The GL or GLES library is now dynamically loaded by the CoglRenderer so that it can choose between GL, GLES1 and GLES2 at runtime. The library is loaded by the renderer because it needs to be done before calling eglInitialize. There is a new environment variable called COGL_DRIVER to choose between gl, gles1 or gles2. The #ifdefs for HAVE_COGL_GL, HAVE_COGL_GLES and HAVE_COGL_GLES2 have been changed so that they don't assume the ifdefs are mutually exclusive. They haven't been removed entirely so that it's possible to compile the GLES backends without the the enums from the GL headers. When using GLX the winsys additionally dynamically loads libGL because that also contains the GLX API. It can't be linked in directly because that would probably conflict with the GLES API if the EGL is selected. When compiling with EGL support the library links directly to libEGL because it doesn't contain any GL API so it shouldn't have any conflicts. When building for WGL or OSX Cogl still directly links against the GL API so there is a #define in config.h so that Cogl won't try to dlopen the library. Cogl-pango previously had a #ifdef to detect when the GL backend is used so that it can sneakily pass GL_QUADS to cogl_vertex_buffer_draw. This is now changed so that it queries the CoglContext for the backend. However to get this to work Cogl now needs to export the _cogl_context_get_default symbol and cogl-pango needs some extra -I flags to so that it can include cogl-context-private.h
2011-07-07 19:44:56 +00:00
if ((change & _cogl_pipeline_get_layer_state_for_fragment_codegen (ctx)))
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
dirty_shader_state (owner);
return;
}
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
if (change & COGL_PIPELINE_LAYER_STATE_COMBINE_CONSTANT)
{
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
int unit_index = _cogl_pipeline_layer_get_unit_index (layer);
shader_state->unit_state[unit_index].dirty_combine_constant = TRUE;
}
/* TODO: we could be saving snippets of texture combine code along
* with each layer and then when a layer changes we would just free
* the snippet. */
return;
}
const CoglPipelineFragend _cogl_pipeline_arbfp_fragend =
{
_cogl_pipeline_fragend_arbfp_start,
_cogl_pipeline_fragend_arbfp_add_layer,
_cogl_pipeline_fragend_arbfp_passthrough,
_cogl_pipeline_fragend_arbfp_end,
_cogl_pipeline_fragend_arbfp_pipeline_pre_change_notify,
NULL,
pipeline: Unify how the backends store private data Previously the fragends had a separate private data pointer which was used by the GLSL and ARBfp fragends to store a tiny struct containing a single pointer to the ref-counted shader state. The space for the private data pointer is reserved in all of the pipelines for all of the potential backends. The vertends and progends however did this differently by directly storing the pointer to the ref counted data using cogl_object_set_user_data. This patch unifies the different methods so that they all use cogl_object_set_user_data and the fragends don't bother with the separate tiny allocation for the private data. The private data pointer array has been removed from CoglPipeline and the corresponding fragend virtual to free the private data has also been removed because this can instead be done with the destroy notify from the object user data. The variable names used have been unified so that all of the vertends and fragends name their data struct CoglPipelineShaderState and use a variable called shader_state to refer to it. The progend uses CoglPipelineProgramState and a variable called program_state. This should also fix two potential bugs. the ARBfp fragend was apprently leaking a reference to the private state when it creates the private data because it was adding a reference before stroring the pointer to the newly allocated data but the ref count is already set to 1 on creation. The other potential bug is that the free function for CoglPipeline was only calling the free_priv virtual for the currently used fragend of the pipeline. The design of the fragends is meant to allow a pipeline to have multiple fragend priv datas because a child pipeline could be attaching its fragend data to the ancestor and its allowed to pick a different fragend.
2011-06-30 12:39:48 +00:00
_cogl_pipeline_fragend_arbfp_layer_pre_change_notify
};
#endif /* COGL_PIPELINE_FRAGEND_ARBFP */